Unstable v0.9.707.0
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@@ -92,7 +92,7 @@ namespace Barotrauma
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if (!character.IsUnconscious && character.Stun <= 0.0f)
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{
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if (character.Info != null)
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if (character.Info != null && !character.ShouldLockHud())
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{
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bool mouseOnPortrait = HUDLayoutSettings.PortraitArea.Contains(PlayerInput.MousePosition) && GUI.MouseOn == null;
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if (mouseOnPortrait && PlayerInput.PrimaryMouseButtonClicked())
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@@ -170,11 +170,7 @@ namespace Barotrauma
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{
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if (GUI.DisableHUD) { return; }
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character.CharacterHealth.Alignment = Alignment.Right;
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/*if (Screen.Selected == GameMain.GameScreen)
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{
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GUI.InfoAreaBackground.Draw(spriteBatch, Vector2.Zero, scale: GUI.Scale);
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}*/
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character.CharacterHealth.Alignment = Alignment.Right;
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if (GameMain.GameSession?.CrewManager != null)
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{
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@@ -309,7 +305,7 @@ namespace Barotrauma
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character.Info.DrawPortrait(spriteBatch, HUDLayoutSettings.PortraitArea.Location.ToVector2(), targetWidth: HUDLayoutSettings.PortraitArea.Width);
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character.Info.DrawJobIcon(spriteBatch);
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}
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mouseOnPortrait = HUDLayoutSettings.PortraitArea.Contains(PlayerInput.MousePosition);
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mouseOnPortrait = HUDLayoutSettings.PortraitArea.Contains(PlayerInput.MousePosition) && !character.ShouldLockHud();
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if (mouseOnPortrait)
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{
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GUI.UIGlow.Draw(spriteBatch, HUDLayoutSettings.PortraitArea, GUI.Style.Green * 0.5f);
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@@ -318,7 +314,7 @@ namespace Barotrauma
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if (ShouldDrawInventory(character))
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{
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character.Inventory.Locked = LockInventory(character);
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character.Inventory.DrawThis(spriteBatch);
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character.Inventory.DrawOwn(spriteBatch);
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character.Inventory.CurrentLayout = CharacterHealth.OpenHealthWindow == null && character.SelectedCharacter == null ?
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CharacterInventory.Layout.Default :
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CharacterInventory.Layout.Right;
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@@ -333,7 +329,7 @@ namespace Barotrauma
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{
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///character.Inventory.CurrentLayout = Alignment.Left;
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character.SelectedCharacter.Inventory.CurrentLayout = CharacterInventory.Layout.Left;
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character.SelectedCharacter.Inventory.DrawThis(spriteBatch);
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character.SelectedCharacter.Inventory.DrawOwn(spriteBatch);
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}
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else
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{
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@@ -417,11 +413,7 @@ namespace Barotrauma
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{
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if (character?.Inventory == null || !character.AllowInput || character.LockHands) { return true; }
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//lock if using a controller, except if we're also using a connection panel in the same item
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return
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character.SelectedConstruction != null &&
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character.SelectedConstruction?.GetComponent<Controller>()?.User == character &&
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character.SelectedConstruction?.GetComponent<ConnectionPanel>()?.User != character;
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return character.ShouldLockHud();
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}
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private static void DrawOrderIndicator(SpriteBatch spriteBatch, Camera cam, Character character, Order order, float iconAlpha = 1.0f)
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